Quarry Colossus


Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Journey into Nyx (JOU) Uncommon

Combos Browse all

Quarry Colossus

Creature — Giant

When Quarry Colossus enters the battlefield, put target creature into its owner's library just beneath the top X cards of that library, where X is the number of Plains you control.

Quarry Colossus Discussion

Xenkay on Light & Fire

2 weeks ago

Welcome in Magic! For the beginning, I would recommend to bring more consistency to your deck. Think about which creatures do you really need and how many you want of them. Against your sisters black-murder decks, I would advise to have a look on Gods Willing and Nahiri, Storm of Stone to answer her deathtouch. You could cut Benalish Cavalry , Nightguard Patrol , Quarry Colossus and Skyline Scout and reduce your deck total to 60 with around 22-24 lands.

Allethuz on Kalemne's Giant Clan

2 years ago

Savage Beating, Feudkiller's Verdict, Mother of Runes, Tenza, Godo's Maul, Bastion Protector, Tectonic Rift, Crush Underfoot, Bearer of the Heavens, Quarry Colossus, Kalemne's Captain, Sigarda's Aid would be good good options to consider; but they all depend on how tribal you want your deck to be or how commander centered you want it to play as. A deck like this was the first one I made, a giant exclusive tribal deck. But that was my playstyle and likes, it all depends on how you like your game to run!

flapjackwars on Mayael is too balls deep

3 years ago

I still find Mayael the Anima incredibly effective but I view my Mayael deck differently from others in two ways: I try to curve out aggressively, and I see the deck as playing the control role. There are a lot of underplayed dorks that when cast on turn 2 let you activate Mayael on turn 4. Obviously Bloom Tender and Sol Ring are the best ones, but Joraga Treespeaker, Devoted Druid, Priest of Titania, Scorned Villager  Flip, Thran Turbine, and Lotus Cobra with a fetchland can all do the same thing. And you also get to play Gamble, Worldly Tutor, Sylvan Tutor, and Enlightened Tutor which can be cast on turn 1 to set up the dork on turn 2. I consider these cards to be the strongest ramp spells in Mayael for this reason, and though they compound your weakness to boardwipes, you can get around this by playing more anti-wipe cards which fit the theme well anyway.

You mentioned that removal was a problem which leads me to believe that Mother of Runes is the most obvious fit in the deck. I also personally love Ghostway and Eerie Interlude as they can even stymie GW's worst enemies, Toxic Deluge and Cyclonic Rift. Then there's Dauntless Escort, which can get flashed into play off a Woodland Bellower. Bellower is an amazing card in the deck as it can find Rec Sage, Escort, or Eternal Witness at instant speed, or just find the Fauna Shaman that gets you to your Seedborn Muse or transmutes your unwieldy 10-drops into castables. Having the Bellower and Ghostway effects alongside the usual indestructable/hexproof granting creatures is a ton of extra protection, though granted, if Mayael is getting killed on entry, these cards aren't necessarily going to save you. If that's the case, I'd still recommend the tutor package, but maybe the fast mana dorks aren't as necessary as things like Selfless Spirit and more creature tutors. Curving out more gradually and letting other players present pressing threats, then sneaking Mayael in after the attention has been taken away, might be the way to go about it. Winding Canyons is good in these situations as it's something like a haste enabler but makes it more likely that you're able to activate Mayael thanks to your untap step.

I think a lot of your creature choices are solid, but I think you could go even further on cards that police the boardstate. Both Dromokas, Iroas, Avenger of Zendikar, Scourge of the Throne, Stalking Vengeance, Thunderfoot Baloth, Utvara Hellkite, Xenagos, and Vigor all seem unnecessarily combat-focused. I figure that if you're actually getting away with resolving Mayael's ability, you'll probably end up with the biggest creature on the field anyway. Myojin of Night's Web, Steel Hellkite, Yosei, and Paleoloth seem a bit too optimistic and possibly too easy to disrupt. Dragonlord Atarka, Quarry Colossus, Boros Battleshaper, and Admonition Angel are some more options for instant-speed removal off of Marchesa. Chancellor of the Annex, Void Winnower, and Blazing Archon are good options for locking out your opponents and these cards make it tougher to lose. It's also nice to have a decent amount of 6 mana fatties. Since your deck is built to get to 6 mana reliably, any decent creature at around that number serves as a backup plan if Mayael herself is getting hated out. I find this backup plan to be much better than trying to cheat in creatures or ramp until you're naturally casting them. Sun Titan, Inferno Titan, Ulvenwald Hydra, and Bane of Progress complement your already solid array of 6-mana creatures.

Lastly, I'd like to offer a suggestion about noncreature spells. I find that most noncreatures above 3 cmc are not justifiable in this deck as it's rarely worth taking a turn off the Mayael plan. I also think that this deck benefits from cheap removal spells which work hand in hand with a flash control style gameplan. And being in Naya gives you some of the best blowout spells and most efficient removal. I run Swords to Plowshares, Path to Exile, Beast Within, Chaos Warp, Council's Judgment, Grasp of Fate, Song of the Dryads, Subterranean Tremors, Vandalblast, Aura Shards, Aura of Silence, and Bane of Progress to hate out artifacts, enchantments, and problem creatures. I would probably cut all of your noncreature spells besides Sylvan Library, Sol Ring, Lurking Predators, and Defense of the Heart and make room for more such removal cards and tutors. The control plan is a pretty viable backup plan in this deck, allowing you to fight through targeted hate.

Mayael is a lot of fun and it'd be a shame to have to shelf her, so I hope this helps your deck be a little more potent.

KindredDiscovery on Mayael EDH Primer

3 years ago

@thewyzman: I like Aegis Angel. An evasive body that protects your biggest asset? Solid. Quarry Colossus is less exciting, particularly considering that you often won't have more than 2-3 Plains out at any given time.

thewyzman on Mayael EDH Primer

3 years ago

I've also decided to run my Mayael deck at instant speed, making cards like Aegis Angel and even Quarry Colossus mildly relevant as ETB responses. The drawbacks are once they're down, they're not much of a threat and don't necessarily help your board state outside of their ETB effect. Ever consider these to fit the responsive playstyle?

RandyRanderson on Good for yoooooouuuu!!!!!!

3 years ago

First off, your removal is god awful. If you're paying more than 2-3 to destroy something, you're doing it wrong. More Valorous Stance and Celestial Flare, maybe Swift Reckoning or Immolating Glare if you really need more removal.

Secondly, don't play Take Up Arms. More Secure the Wastes if you really want tokens, but I don't know why you'd want that. You also have 3 cards not standard: Elspeth, Sun's Champion, Griffin Sentinel, and Quarry Colossus.

Erase and Fate Forgotten need to be in sideboard for sure.

If you're gonna play Gideon, Ally of Zendikar, you NEED ALLIES!!!!!!

thewyzman on For The Nayan Horde!

3 years ago

MaelstromHobo or anyone else, you don't have to acknowledge all, but I've got a few cards on the side that I found when condensing my Maybe-library for the deck. Any responses are appreciated!

  1. Gamekeeper is a chump blocker that potentially drops a fatty on its way out.

  2. Nayan mana dorks: Knotvine Mystic (pay 1, cast Mayael) or Druid of the Anima (arguably better than Beastcaller Savant but worse than Sylvan Caryatid)?

  3. Quarry Colossus: Even if X is just 1, activate Mayael before blocks, drop this guy out, remove a threat while potentially sticking this guy into a solid block.

  4. Pelakka Wurm: Gain life, draw a card, AND get a 7/7 trampler for 7cmc? Seems underrated. Sure it's vulnerable to removal, but by the time it's dead you've already gotten value off it.

  5. Terra Stomper: 8/8 uncounterable trampler for 6 seems too good to pass up if it gets stuck in our hand.

  6. Bramblecrush takes care of anything our fatties can't.

  7. Fungal Sprouting is good against Thraximundar so long as it doesn't get countered, and possibly buys us time anyhow against any other deck that won't threaten a trample.

  8. Hunter's Insight is easy to play around if opponents are sitting on removal spells to play against us, but 3 mana to draw half a dozen cards seems awfully tempting!

  9. Selesnya Charm plays offense, defense, and gives us an early knight if we need it. I see more use for this than Dromoka's Command honestly.

  10. Safewright Quest is a T1 go-fetch-a-dual-land. It doesn't help us ramp, but seems a good early mana fix?

  11. Ring of Kalonia gives what few creatures we have without trample the value to do so, while also helping even Mayael become a bit fatter. It's definitely an enabler for those who run Mayael's Aria, but even without it seems okay.

  12. Dictate of Karametra helps opponents too, but with a high curve and three colors, it seems to help us mre, and a Mayael deck running on all cylinders can go bananas faster than most decks.

  13. Curse of Exhaustion so opponents can't get too far ahead of us.

You're amazing if you made it through all that. I wish I had a cookie for you, Thanks!

Load more

No data for this card yet.